Game-based learning in a production engineering course in Brazil
Autor(a) principal: | |
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Data de Publicação: | 2021 |
Outros Autores: | , , |
Tipo de documento: | Artigo de conferência |
Idioma: | eng |
Título da fonte: | Repositório Institucional da UNESP |
Texto Completo: | http://dx.doi.org/10.5281/zenodo.5096755 http://hdl.handle.net/11449/222240 |
Resumo: | Production Management courses are key points in Production Engineering programs. Teaching concepts of Lean Manufacturing and Theory of Constraints (TOC) is an arduous task, since it involves the need to establish several important fundamentals. Traditional classes based on blackboard and speech tend to bring monotony and lack of interest to students, reducing their retention of content. On the other hand, there are active teaching methodologies that allow these concepts to be better worked and fixed. Among these methodologies is the Game-Based Learning (GBL). Based on the use of games for educational purposes, GBL allows simulate some scenarios and teach concepts, while take decisions. For about ten years, Production Management (III and IV) classes at the researched institution have been held with the support of different games: the “Beer Game” and the “Lean Board Game”, in physical format and “Goldratt Simulator”, a virtual simulator. Although the teacher of the subjects understands the importance of using games to complement the classes and understanding the concepts covered, this application had not been the target of previous researches. In 2020, a research focused on the use of games in Production Engineering courses resulted in the implementation of steps and methods in order to analyse the gains from the implementation of the games in the subjects. The research model adopted divides students into a control group and a test group, with the application of learning and perception assessments by the participants. |
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Game-based learning in a production engineering course in BrazilActive methodologiesGame-based learningGamesProduction engineeringProduction Management courses are key points in Production Engineering programs. Teaching concepts of Lean Manufacturing and Theory of Constraints (TOC) is an arduous task, since it involves the need to establish several important fundamentals. Traditional classes based on blackboard and speech tend to bring monotony and lack of interest to students, reducing their retention of content. On the other hand, there are active teaching methodologies that allow these concepts to be better worked and fixed. Among these methodologies is the Game-Based Learning (GBL). Based on the use of games for educational purposes, GBL allows simulate some scenarios and teach concepts, while take decisions. For about ten years, Production Management (III and IV) classes at the researched institution have been held with the support of different games: the “Beer Game” and the “Lean Board Game”, in physical format and “Goldratt Simulator”, a virtual simulator. Although the teacher of the subjects understands the importance of using games to complement the classes and understanding the concepts covered, this application had not been the target of previous researches. In 2020, a research focused on the use of games in Production Engineering courses resulted in the implementation of steps and methods in order to analyse the gains from the implementation of the games in the subjects. The research model adopted divides students into a control group and a test group, with the application of learning and perception assessments by the participants.Production Engineering Department Faculty of Engineering UNESP, São PauloProduction Engineering Department Faculty of Engineering UNESP, São PauloUniversidade Estadual Paulista (UNESP)Machado, Bruna Andrade [UNESP]De Souza, Fernando Bernardi [UNESP]De Souza Rodrigues, José [UNESP]Hotta, Bárbara Yumi [UNESP]2022-04-28T19:43:33Z2022-04-28T19:43:33Z2021-01-01info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/conferenceObject274-282http://dx.doi.org/10.5281/zenodo.5096755International Symposium on Project Approaches in Engineering Education, v. 11, p. 274-282.2183-1378http://hdl.handle.net/11449/22224010.5281/zenodo.50967552-s2.0-85112804691Scopusreponame:Repositório Institucional da UNESPinstname:Universidade Estadual Paulista (UNESP)instacron:UNESPengInternational Symposium on Project Approaches in Engineering Educationinfo:eu-repo/semantics/openAccess2022-04-28T19:43:33Zoai:repositorio.unesp.br:11449/222240Repositório InstitucionalPUBhttp://repositorio.unesp.br/oai/requestopendoar:29462024-08-05T19:21:50.180454Repositório Institucional da UNESP - Universidade Estadual Paulista (UNESP)false |
dc.title.none.fl_str_mv |
Game-based learning in a production engineering course in Brazil |
title |
Game-based learning in a production engineering course in Brazil |
spellingShingle |
Game-based learning in a production engineering course in Brazil Machado, Bruna Andrade [UNESP] Active methodologies Game-based learning Games Production engineering |
title_short |
Game-based learning in a production engineering course in Brazil |
title_full |
Game-based learning in a production engineering course in Brazil |
title_fullStr |
Game-based learning in a production engineering course in Brazil |
title_full_unstemmed |
Game-based learning in a production engineering course in Brazil |
title_sort |
Game-based learning in a production engineering course in Brazil |
author |
Machado, Bruna Andrade [UNESP] |
author_facet |
Machado, Bruna Andrade [UNESP] De Souza, Fernando Bernardi [UNESP] De Souza Rodrigues, José [UNESP] Hotta, Bárbara Yumi [UNESP] |
author_role |
author |
author2 |
De Souza, Fernando Bernardi [UNESP] De Souza Rodrigues, José [UNESP] Hotta, Bárbara Yumi [UNESP] |
author2_role |
author author author |
dc.contributor.none.fl_str_mv |
Universidade Estadual Paulista (UNESP) |
dc.contributor.author.fl_str_mv |
Machado, Bruna Andrade [UNESP] De Souza, Fernando Bernardi [UNESP] De Souza Rodrigues, José [UNESP] Hotta, Bárbara Yumi [UNESP] |
dc.subject.por.fl_str_mv |
Active methodologies Game-based learning Games Production engineering |
topic |
Active methodologies Game-based learning Games Production engineering |
description |
Production Management courses are key points in Production Engineering programs. Teaching concepts of Lean Manufacturing and Theory of Constraints (TOC) is an arduous task, since it involves the need to establish several important fundamentals. Traditional classes based on blackboard and speech tend to bring monotony and lack of interest to students, reducing their retention of content. On the other hand, there are active teaching methodologies that allow these concepts to be better worked and fixed. Among these methodologies is the Game-Based Learning (GBL). Based on the use of games for educational purposes, GBL allows simulate some scenarios and teach concepts, while take decisions. For about ten years, Production Management (III and IV) classes at the researched institution have been held with the support of different games: the “Beer Game” and the “Lean Board Game”, in physical format and “Goldratt Simulator”, a virtual simulator. Although the teacher of the subjects understands the importance of using games to complement the classes and understanding the concepts covered, this application had not been the target of previous researches. In 2020, a research focused on the use of games in Production Engineering courses resulted in the implementation of steps and methods in order to analyse the gains from the implementation of the games in the subjects. The research model adopted divides students into a control group and a test group, with the application of learning and perception assessments by the participants. |
publishDate |
2021 |
dc.date.none.fl_str_mv |
2021-01-01 2022-04-28T19:43:33Z 2022-04-28T19:43:33Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/conferenceObject |
format |
conferenceObject |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
http://dx.doi.org/10.5281/zenodo.5096755 International Symposium on Project Approaches in Engineering Education, v. 11, p. 274-282. 2183-1378 http://hdl.handle.net/11449/222240 10.5281/zenodo.5096755 2-s2.0-85112804691 |
url |
http://dx.doi.org/10.5281/zenodo.5096755 http://hdl.handle.net/11449/222240 |
identifier_str_mv |
International Symposium on Project Approaches in Engineering Education, v. 11, p. 274-282. 2183-1378 10.5281/zenodo.5096755 2-s2.0-85112804691 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
International Symposium on Project Approaches in Engineering Education |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
274-282 |
dc.source.none.fl_str_mv |
Scopus reponame:Repositório Institucional da UNESP instname:Universidade Estadual Paulista (UNESP) instacron:UNESP |
instname_str |
Universidade Estadual Paulista (UNESP) |
instacron_str |
UNESP |
institution |
UNESP |
reponame_str |
Repositório Institucional da UNESP |
collection |
Repositório Institucional da UNESP |
repository.name.fl_str_mv |
Repositório Institucional da UNESP - Universidade Estadual Paulista (UNESP) |
repository.mail.fl_str_mv |
|
_version_ |
1808129059162423296 |